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Posted

 

 

I assume the infinite loop weapons rack issue is from the MOD Lakeview Extended, but I didn't think that that could cause cessation of animations.  Thank you--now to figure out how to fix it.  

 

 

Here's the load order (always with BOSS but exported from NMM).  Still going through and activating mods one at a time

 

 

 

Skyrim.esm=1
Update.esm=1
Unofficial Skyrim Patch.esp=1
Dawnguard.esm=1
Unofficial Dawnguard Patch.esp=1
HearthFires.esm=1
Unofficial Hearthfire Patch.esp=1
Dragonborn.esm=1
Unofficial Dragonborn Patch.esp=1
ApachiiHair.esm=1
ApachiiHairFemales.esm=1
actorEvents.esm=0
ClimatesOfTamriel.esm=1
hdtHighHeel.esm=1
Schlongs of Skyrim - Core.esm=1
SexLab.esm=1
SexLabAroused.esm=0
ZaZAnimationPack.esm=1
Devious Devices - Assets.esm=0
SMPC.esp=1
HighResTexturePack01.esp=1
HighResTexturePack02.esp=1
HighResTexturePack03.esp=1
HearthFire Display Case Fix.esp=1
Unofficial High Resolution Patch.esp=1
ClimatesOfTamriel-Sound.esp=1
Skyrim Shadow Striping Fix.esp=0
AMatterOfTime.esp=1
ApachiiHelmetWigs.esp=1
Auto Unequip Ammo.esp=1
bestrape.esp=1
CalienteVanillaArmorTweaks.esp=1
Dual Sheath Redux.esp=1
LoversComfort.esp=0
LoversHook.esp=0
MLLY- Mini-Mannequins.esp=0
MLLY - MAIN HF.esp=1
MLLY - FEMALE HF.esp=1
MLLY - RESET HF.esp=0
SexLab Dangerously Nude.esp=0
SexLabGuild.esp=0
SexLabMatchMaker.esp=1
SexLabSquirt.esp=0
SexLabZzz.esp=0
ShootingStars.esp=1
Footprints.esp=1
RaceMenu.esp=1
RaceMenuPlugin.esp=1
SkyUI.esp=1
Customizable Camera.esp=1
Cloaks.esp=1
Cloaks - Dawnguard.esp=1
Devious Devices - Integration.esp=0
LadyLaceCloaks_EN.esp=1
NewHeelsAutumn.esp=1
Remodeled Armor.esp=1
Remodeled Armor - Dawnguard.esp=1
Remodeled Armor - Dragonborn.esp=1
Remodeled Armor - Underwear.esp=1
StrapOnbyaeonv1.1.esp=1
Devious Deviants.esp=0
IC-HearthfireEmittanceEnhancement_Blue.esp=1
IC-HearthfireEmittanceEnhancement_White.esp=1
Lakeview_Extended.esp=1
Lakeview_Extended_Basement.esp=1
Sweet&Sexy Lingerie.esp=1
The Paarthurnax Dilemma.esp=1
BarenziahQuestMarkers_Droppable.esp=1
Proper Aiming.esp=0
Schlongs of Skyrim.esp=1
SOS - VectorPlexus Muscular Addon.esp=1
SOS - VectorPlexus Regular Addon.esp=1
SOS - Smurf Average Addon.esp=1
SC07SexLabRandomAttack.esp=0
SexLab Romance.esp=0
SexLab Submit.esp=0
SexLabNudeCreatures.esp=1
SkyFalls Plus SkyMills - All DLC.esp=1
dD - Enhanced Blood Main.esp=1
dD-Dragonborn-Dawnguard-EBT Patch.esp=1
UnreadBooksGlow.esp=1
zzEstrus.esp=0
EstrusChaurus.esp=0
MHYH_RentRoomFollower.esp=1
Realistic Lighting Overhaul - Dungeons.esp=1
Realistic Lighting Overhaul - Dawnguard Interiors.esp=1
Realistic Lighting Overhaul - Major City Exteriors.esp=1
Realistic Lighting Overhaul - Major City Interiors.esp=1
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp=1
ClimatesOfTamriel-Dawnguard-Patch.esp=1
ClimatesOfTamriel-Dragonborn-Patch.esp=1
prod80_CoT_patch_FogEdition.esp=1
SmartCast_1_0.esp=1
FNISspells.esp=1
The Dance of Death - Ultimate Edition.esp=1
AzarHairPonyTail 03 - Havok.esp=1
MacKom_LoreStylesHairSet.esp=1
TheEyesOfBeauty.esp=1
UFO - Ultimate Follower Overhaul.esp=1
UFO - Dawnguard AddOn.esp=1
UFO - Heartfire AddOn.esp=1
UFO - Dragonborn AddOn - Unofficial.esp=1
My Home Is Your Home.esp=1
female npc animation fix.esp=1
Follower Trap Safety.esp=1
[MPX] NPC Gender Race Heights +Dawnguard.esp=1
dD - Realistic Ragdoll Force - Realistic.esp=1
EB-Gender.esp=1
CharGen Morphs.esp=1
WATER.esp=1
WATER Plants.esp=1
WATER DG.esp=1
WATER DB Waves.esp=1
Bashed Patch, 0.esp=1
Dual Sheath Redux Patch.esp=1
Lakeview_Extended_CM_WestWingEnchantersTower.esp=1
Lakeview_Extended_BackRoom.esp=1
Skyrim_Strap_Ons.esp=1
SexLab Cumshot.esp=1
Devious Devices - For the Masses - DB - Outfits.esp=0
Devious Devices - FtMOutfits DB merge.esp=0

 

 

 

05 is Hearthfire. Perhaps a mod you installed overwrote the weapon rack script, introducing this bug (Or perhaps it's a rare vanilla bug, caused by putting a quest weapon on the rack, as the other thread suggests).

 

A script infinite looping most certainly could cause a scripted mod (Such as the sexlab framework) to cease proper functionality (Starting animations in a timely manner). I very much doubt that you'll be able to fix that save merely by uninstalling whatever mod caused the problem to begin with: You'll likely either have to revert to an older save before the problem began, or, like I said, try one of the save cleaning utilities. Best of luck!

Posted

 

I have a small observation to share, concerning 3 way animations and the belt.

 

I noticed the belt seems to expect the player will always be in slot 3. However, some mods place the player in slot 2 or slot 1. As a result, sometimes the 3rd NPC gets the masturbation animation instead of the belted player.

 

I just modded the other mod to always place the player in slot 3, but you may want to check so the player gets the masturbation animation no matter what slot. :)

 

Slot 0 (What you referred to as slot 1) is the female role in most SexLab animations. Thus, the belt assumes that the player willl be in slot 0. If they're not (Which is fine), they'll end up being dumped in to the masturbation animation. This is desirable behavior for mods like Sexlab Submit, in which the player sitting out to attempt to masturbate makes little sense.

 

 

Well, what I mean is this:

 

[11/17/2013 - 05:44:37PM] SexLab: Slotting ActorSlot[0] with [Kate_1HCombatSkillAIScript < (23001828)>]         <- Selene  Kate, a female

[11/17/2013 - 05:44:38PM] SexLab: Slotting ActorSlot[1] with [Actor < (00000014)>]          <- Player (Volfin), a female

[11/17/2013 - 05:44:38PM] SexLab: Slotting ActorSlot[2] with [Actor < (000215CF)>]         <- other NPC, a male

 

[11/17/2013 - 05:44:41PM] [Zad]: Total actors: 3. Participating Actors: 3. Animation: Arrok Tricycle

 

animation starts off with NPC as Actor 0, Player as Actor 1, and second NPC as Actor 2.

 

[11/17/2013 - 05:44:41PM] [Zad]: Requesting actor change to 2 actors.

[11/17/2013 - 05:44:41PM] [Zad]: Actor [0]: Selene Kate

[11/17/2013 - 05:44:41PM] [Zad]: Actor [1]: Volfin

 

So now you see, it just moves Actor 2 to the masturbation animation, even though Actor 1 (the player) is the one with the belt.  Perhaps this is intentional, but I just assumed if an animation set was incompatible, the belted participant would always be moved to the masturbation animation.

 

The mod I use re-arranges the 3 members based on their various sexual combinations (i.e. the arrangement is different if 2 are female than if 3 are female, than if 2 are male) So perhaps it overthinks things. :) Clearly they are breaking the rule that the player is always in 0. But even so, it doesn't seem to be putting actor 0 into that role, but instead actor 2.

 

P.S. I realize now this may be a side-effect of a mod I made to the zadBQ00 script. There is a preceeding condition that doesn't allow a belted player to use a strapon (pitching, as you call it), and I don't feel that is necessarily realistic. No reason you can't wear a Strapon over a belt.  In Any event, I modded the other mod to be compatible, so was just a mention. :)

Posted

MIN--Lakeview extended does mess with Hearthfire weapons racks and adds several additional racks.  Thanks for the help.  Going to go pull all weapoms from racks and see if that helps.  I have noticed that the weapons racks in the Hearthfire houses are buggy in Vanilla.  Half the time there's no ability to activate unless you leave the cell and come back.  Now that I think of it, there's a quest weapon in one of the racks in Lakeview that's been there from kike save #200 and the slot next to it simply will not work,.  I bet this is the issue.  Checking now 

Posted

WOW...removing all weapons from weapons racks in the Hearthfire Homes seems to have fixed the problem.  

 

Thank you Min...I never would have thought they were related.  Problem has been ongoing for  while apparently, because Matchmaker now works as its supposed to.

 

Still having the random spawning of belts and plugs when I enter a cell.  Now that the papyrus log is manageable I will upload one just after it occurs again 

Posted

WOW...removing all weapons from weapons racks in the Hearthfire Homes seems to have fixed the problem.  

 

Thank you Min...I never would have thought they were related.  Problem has been ongoing for  while apparently, because Matchmaker now works as its supposed to.

 

Still having the random spawning of belts and plugs when I enter a cell.  Now that the papyrus log is manageable I will upload one just after it occurs again 

 

If you are using For the Masses the random spawning is from that. The belts and other items were added to NPC's via the Outfit lists and whenever Skyrim refreshes an NPC that has not been active for a while. When it does this it equips it again and the scripts on the belt think it came from the player and gives them back.

Posted

folks,

 I have DD book 2 now. Its unreadable as is.

Its a quest Item ? How do i get the quest to start.

Have 2 weeks game time since we got book 2. have visited Urag several time and checked the book case.

Worn most of the belts and inserts for several hours game time, still no quest for DD book 2.

What have i done wrong?

Would also like to install DD for the masses but am not sure how many files i need to install.

Their are 2 for the masses and two ver 2.0? Do i need all 4 files installed?

 

Thanks ,

sachs

Posted

folks,

 I have DD book 2 now. Its unreadable as is.

Its a quest Item ? How do i get the quest to start.

Have 2 weeks game time since we got book 2. have visited Urag several time and checked the book case.

Worn most of the belts and inserts for several hours game time, still no quest for DD book 2.

What have i done wrong?

Would also like to install DD for the masses but am not sure how many files i need to install.

Their are 2 for the masses and two ver 2.0? Do i need all 4 files installed?

 

Thanks ,

sachs

 

DD Book 2 is a quest item but it doesn't actually start the quest itself. For that you have to talk to Urag with DD book 1 instead, which makes him tell you to go find Zed to get book 2, which is the quest. Then bring it back to Urag. That's the quest itself (although getting Zed to give you book 2 requires you complete a few dungeon crawls). DD book 2 is unreadable with placeholder text regardless of how you got it ATM.

Posted

To make that more clear: Book-2 is a quest item for an as of yet unfinished quest. The mod is not complete yet, more quests and events are planned, and Book-2 will play some part in that in the future.

Posted

folks,

 I have DD book 2 now. Its unreadable as is.

 

 

Thanks ,

sachs

 

FYI, the text in book 2 is the famous 'lorem ipsit' text - it's most used as placeholder text on websites. If you ever see it again, just replace it mentally with 'to be written later' :)

 

Edit: fixed autocorrect of lorem to forum.

Posted

Book 2 is interesting.  At first I thought it was German, but now assume its Latin.  Does anyone know what the actual text is, just out of curiosity?

 

Yes, it's latin and the actual text has its roots in a philosophical treatise written several centuries ago. And like Pinute said, over time it has evolved into a standard palceholder text used pretty much everywhere in the design industry for things unrelated to its actual meaning as to not confuse the viewer with needless semantics. There are several places on the net that offer a translation, but it's pretty dry stuff if you're not into this kind of literature.

Posted

 

Book 2 is interesting.  At first I thought it was German, but now assume its Latin.  Does anyone know what the actual text is, just out of curiosity?

 

Yes, it's latin and the actual text has its roots in a philosophical treatise written several centuries ago. And like Pinute said, over time it has evolved into a standard palceholder text used pretty much everywhere in the design industry for things unrelated to its actual meaning as to not confuse the viewer with needless semantics. There are several places on the net that offer a translation, but it's pretty dry stuff if you're not into this kind of literature.

 

like zadil said, it's just a placeholder text used in the industry. 

you can often see them on under-construction websites.

Posted

Yep, Volume II will be used in an as-of-yet unfinished quest.

 

Lorem Ipsum, as others have said, is placeholder text. You can read more about it here (Also where I generated it from), if you're interested: http://www.lipsum.com/

Posted

Min--re-installed Devious Devices to play through again once the weapon's rack spamming stopped.  Now its easier to pick out SL script errors and there seem to be a lot of them.

 

Also--loaded everything but "for the masses" and tried to initiate the quest.  It would only get to "Remove the belt before I loose my mind" The book quest would not start.  Urag's dialog hung on "Hold still."  After a long pause got the message that the belt was on.  Dialog ended.  Quest marker was still above his head, but there were no DD dialog options if you talk to him again.  After a minute or two got an in game error message saying to check the log.

 

After that installed "For the Masses" and tried again.  This time the quest started as expected however there are very few "episodes" occurring through the first dungeon compared to the last time through.  

 

Going to clean and re-initialize SL to see if that helps.  Will play through a few minutes and then post log before it grows over large. 

 

 

Posted

i am pretty sure you're aware of this but there's a bug or something with the button in the mcm menu that adds the animations to sexlab, it says "not done" then i press it, it changes to "done" but if i come back to this menu later it's back to "not done"

Posted

i am pretty sure you're aware of this but there's a bug or something with the button in the mcm menu that adds the animations to sexlab, it says "not done" then i press it, it changes to "done" but if i come back to this menu later it's back to "not done"

 

Not a bug, per se: Just bad / unclear presentation. That option forces the mod to reregister animations with sexlab. Reregistration is "not done" upon initially loading the menu, and is "done" upon clicking the option. If the animations are already registered with sexlab, that option is not required / doesn't do anything.

Posted

Here's a log from less than a minute of playing. Loaded save, exited cell, saved, exited game.  I'm trying to make sense of the logs in the Papyrus Log Viewer and they do make more sense.  But looking at just the text, its clear there is a mannequin script bug similar to the weapons rack.  Other than that, the log viewer shows numerous instance such as this:

 

Error: Cannot check worn items against a None keyword stack:
[ (0001BB8E)].Actor.WornHasKeyword() - "<native>" Line ?
[item 1 in container  (0001BB8E)].zadPlugScript.OnEquippedFilter() - "zadPlugScript.psc" Line 7
[item 1 in container  (0001BB8E)].zadPlugScript.OnEquipped() - "zadEquipScript.psc" Line 69
 
0001BB8E is Eola
 
Lots of errors about equipping a None state or None object etc.
 
Posted

That's a pretty sickly looking log :(. The weapon rack script from your previous problem (unrelated to this mod) is still looping, and stack overflows abound. Around 700 lines of warnings at the start regarding missing aliases / scripts in your save, as well.

[11/19/2013 - 06:43:11PM] warning: Assigning None to a non-object variable named "::temp24"
stack:
[ (0500BEE1)].WeaponRackActivateScript.PlaceItem() - "<savegame>" Line ?
[ (0500BEE1)].WeaponRackActivateScript.HandlePlayerItem() - "<savegame>" Line ?
[ (0500BEE1)].WeaponRackActivateScript.RunPlayerActivation() - "<savegame>" Line ?
[ (0500BEE1)].WeaponRackActivateScript.OnActivate() - "<savegame>" Line ?


[11/19/2013 - 06:43:07PM] Error: Cannot call DeviceMutex() on a None object, aborting function call
stack:
[Item 1 in container  (0001BB8E)].zadPlugScript.OnEquipped() - "zadEquipScript.psc" Line 83
 

[11/19/2013 - 06:43:07PM] Error: Cannot call GetName() on a None object, aborting function call
stack:
[Item 1 in container  (0001BB8E)].zadPlugScript.OnUnequipped() - "zadEquipScript.psc" Line 90
[11/19/2013 - 06:43:07PM] warning: Assigning None to a non-object variable named "::temp13"
stack:
[Item 1 in container  (0001BB8E)].zadPlugScript.OnUnequipped() - "zadEquipScript.psc" Line 90
[11/19/2013 - 06:43:07PM] Error: Cannot call log() on a None object, aborting function call
stack:
[Item 1 in container  (0001BB8E)].zadPlugScript.OnUnequipped() - "zadEquipScript.psc" Line 90

Somehow the zadLibs property is none in your game? Dunno how that happened.
 

Some script called related to footprints? is thrashing pretty hard, and looks to have resulted in a stack dump. 


[11/19/2013 - 06:43:28PM] Suspended stack count is over our warning threshold, dumping stacks:
[11/19/2013 - 06:43:28PM] VM is freezing...
[11/19/2013 - 06:43:28PM] VM is frozen
[11/19/2013 - 06:43:28PM] Dumping stack 14174949:
[11/19/2013 - 06:43:28PM]  Frame count: 0 (Page count: 0)
[11/19/2013 - 06:43:28PM]  State: Waiting on other stack for call (Freeze state: Freezing)
[11/19/2013 - 06:43:28PM]  Type: Normal
[11/19/2013 - 06:43:28PM]  Return register: None
[11/19/2013 - 06:43:28PM]  Has stack callback: No
[11/19/2013 - 06:43:28PM]  Stack trace:
[11/19/2013 - 06:43:28PM]  [alias footprintsPlayerRefAlias on quest footprintsQuest (2B001DFB)].footprintsPlayerScript.OnPlayerLoadGame() - (requested call)
[11/19/2013 - 06:43:28PM] Dumping stack 14169862:
[11/19/2013 - 06:43:28PM]  Frame count: 0 (Page count: 0)
[11/19/2013 - 06:43:28PM]  State: Waiting on other stack for call (Freeze state: Freezing)
[11/19/2013 - 06:43:28PM]  Type: Normal
[11/19/2013 - 06:43:28PM]  Return register: None
[11/19/2013 - 06:43:28PM]  Has stack callback: No
[11/19/2013 - 06:43:28PM]  Stack trace:
[11/19/2013 - 06:43:28PM]  [alias footprintsPlayerRefAlias on quest footprintsQuest (2B001DFB)].footprintsPlayerScript.OnPlayerLoadGame() - (requested call)

Definitely not a healthy save / log, riddled with problems unrelated to this mod. 

Posted

Footprints is the footprints mod and easy enough to be rid off.  Just did the Save Cleaning and looked at the log and no real change.  Should a regular log have few to no errors I assume?

Posted

Footprints is the footprints mod and easy enough to be rid off.  Just did the Save Cleaning and looked at the log and no real change.  Should a regular log have few to no errors I assume?

 

Most logs will accumulate some errors over the course of normal game-play. Errors at startup (Compatibility checks, etc) are completely normal. Errors that repeat frequently within the log are red-flags. Errors that lead to stack dumps are even more so, as stack dumps can cause scripts to permanently suspend, in addition to other undesirable behavior.

 

This mod will not produce any errors in your log, under normal operating conditions. In the case of this log, it would seem that the property "libs" (Which is an instance of zadLibs, bound to zadQuest) is None. I'm not sure how this could have happened in your current game, though it certainly does explain why the mod isn't functioning properly for you. I'd usually recommend a reinstall of this mod, though the problems in your log appear to run quite a bit deeper than just your problems with this mod.

Posted

I found a method to scrub all scripts, broken or not out of a save game and then repopulate only those wanted.  Cleaned a save, unloaded most SL mods and then reloaded.  Everything works so far.  Still a few errors from mannequins, but I think the number of errors is equal to the number of mannequins.  Doing this sped up everything, even MCM Menus load almost instantly.  After 30 minutes of running around in the game testing SL Mods, the papyrus log is only 149 kb, whereas before it would have been at least 50 Mb.  So far it doesn't look like I lost any data or re-set any completed quests.  So far so good :)

 

Posted

I found a method to scrub all scripts, broken or not out of a save game and then repopulate only those wanted.  Cleaned a save, unloaded most SL mods and then reloaded.  Everything works so far.  Still a few errors from mannequins, but I think the number of errors is equal to the number of mannequins.  Doing this sped up everything, even MCM Menus load almost instantly.  After 30 minutes of running around in the game testing SL Mods, the papyrus log is only 149 kb, whereas before it would have been at least 50 Mb.  So far it doesn't look like I lost any data or re-set any completed quests.  So far so good :)

Would be interesting to know which method you used for cleaning your save.

Posted

i'm using DD with SD, but everytime they slave me or punish me, all the items are getting removed but the plugs; i've unchecked all the slots in sexlab for Extra equipped items, checked the Limited removal on SD, but it stills unequip everything.

i need to manually pickpocket someone around, going to my inventory and shift-equip the belt, but it will be removed the next very time i will have sex with the master.

some clues on what i'm doing wrong?

 

edit: it seems i cant upload anything here "You aren't permitted to upload this kind of file" so, here is the link of my log.

http://www.mediafire.com/?emjobfc5in7xhk9

Posted

 

I found a method to scrub all scripts, broken or not out of a save game and then repopulate only those wanted.  Cleaned a save, unloaded most SL mods and then reloaded.  Everything works so far.  Still a few errors from mannequins, but I think the number of errors is equal to the number of mannequins.  Doing this sped up everything, even MCM Menus load almost instantly.  After 30 minutes of running around in the game testing SL Mods, the papyrus log is only 149 kb, whereas before it would have been at least 50 Mb.  So far it doesn't look like I lost any data or re-set any completed quests.  So far so good :)

Would be interesting to know which method you used for cleaning your save.

 

Its the "Save Game Cleaning Guide" from NEXUS:  http://skyrim.nexusmods.com/mods/31675//?

 

So far has worked without noticeable problems

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